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Messages - Eikon

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There is a new version that completely replaces the sound engine with a flash based player. This means that there are no more embedded objects except for music, thus no long loading time.

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1) It actually worked better in Firefox for me, because for some reason IE makes the stat fields have little arrow push buttons in them that are clearly not supposed to be there. Also the sound was much quieter, which is weird.

I haven't noticed the quieter sounds issue, but the new version removes the scroll bars from the textareas in IE.

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3) You should really do something about the end. I realize there's going to be more, but at the end of your little demo, something should still happen other than crazy bugged-out transportation to the start of the map.

I should have mentioned that this isn't even really a demo, just a link to the current version in progress. There will be bugs and the rest as work continues.

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4) Make sure not to show any items that can't be picked up, such as the potions and the shard in the first room.

I am thinking of having potions and shards in as random findings when you move to a new screen, except they give +5% instead of +%1 or whatever they did originally.

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it's nice, but you really should make it work good in browsers that respect the web standards instead of ie ;-P
Opera will never be supported, it really isn't worth trying it in anything but Mozilla/IE. To open doors, just hit north and it will go through with a door open sound. I will revisit the N/S/E/W input.

Thanks for the input so far, I will try to map out more of the first level soon. There will also be some kind of 'search' button that will find hidden doors like the one that leads to the armor in the acid pool.

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Hi,
I am attempting to write a Doom game in nothing but JavaScript/HTML/CSS and I thought the community here would get a kick out of seeing it. The current version is available from:

http://www.eiksoft.com/Doom_Quest/doomquest.htm
(will be updated daily)

Internet explorer is recommended, though it will work in Firefox with some minor layout differences. You may need to give the site permission to use javascript. There should be sound and music working too, as long as you have a player installed to handle embedded media like quicktime.

I am looking for ideas on new gameplay elements, inventory items, basically any suggestions are welcome.
Thanks for testing!

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Off Topic / DoomHack
« on: September 18, 2006, 09:49 »
*Ahem*

The three gameplay elements that I spoke of using from DoomRL are common to many games. If having a tile lighting routine and roguelike gameplay means I am ripping off DoomRL, I guess I'm guilty.

Actually the game will be quite different in many respects. Please at least wait for a demo before passing judgement so harshly.

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Off Topic / DoomHack
« on: September 18, 2006, 03:34 »
Hi Psycho, thank you for the feedback.

you could modify the status bar to have "xp" and "lvl" and stuff.
There has been a complete rescaling of the game graphics and levels. It is now more in the style of DoomRL, with the top and bottom sections left blank, and the middle used for the map area. Your status will be on the top bar and messages will appear between the bottom two hud graphics.

I am planning to have different level styles and special levels as the game progresses. I also plan for a key and door system too.

Along with the new redesign is a new tile lighting system, which is also more in the style of DoomRL. It highlights tiles as you come to them and darkens tiles already discovered. Enemies and other objects now vanish when not in the lighted area. I still need to work on stopping the light from traveling behind walls and the rest.



I'll keep you updated.

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Off Topic / DoomHack
« on: September 15, 2006, 10:55 »
Hi everyone, I am writing a 2D Doom game that seeks to blend the playing styles of Doom and Nethack in much the way that DoomRL does, but there will be major differences in the playing style, mainly involving the use of the mouse. I want you guys to get a first look at the game before others and maybe even help me test it, I am looking for your input. Here are a couple of screenshots of what I've got going so far. Watch this space 0_0




Some quick info about the game
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High quality OGG soundtrack converted directly from MIDI
Use both OpenGL or Direct3D as a renderer
WAV Sound effects
Particle effects, lighting; blood / screen flashes when damaged, etc
Randomly generated levels
Click to attack interface
Animated objects and enemies
Torchlight mode for dark levels

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Ah, so that's why one of them killed me with a chain gun that one time...

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Requests For Features / Graphical Port [REDIRECT]
« on: May 15, 2006, 01:58 »
I am new to this forum, so I may have missed it, but has there ever been talk of working on a graphical port of DoomRL? I think it would be a great option to play with un-animated 16x16 tiles representing the characters instead of ASCII. As a programmer, I would love to help in any way that I can. I'm not fluent in pascal, but if provided an interface to the console output, I could certainly bang up a graphical UI and aid in collecting the graphics.

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Requests For Features / Static Music Volume [DONE]
« on: April 27, 2006, 03:57 »
Is there a way that the next version could add support for keeping the music volume static? It is very annoying to set the synth volume before I go full screen, only to have it reset to full volume and blast my ears off every time a new level is loaded.

Also, why do I have to hit the armor, gun, or boot keys twice from the equipment screen to switch to a new item if there is already one in use?

Other than those two things, DoomRL is a great piece of programming that I really enjoy. Thanks goes to the author

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